AuthorTopic: Girl in her new home.  (Read 4719 times)

Offline TheRealAkito

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Girl in her new home.

on: July 20, 2015, 04:23:52 am
Okay so I did a thread showing the outside of the home, so this is the inside and the girl is pooped from moving and unpacking some of her stuff. What do you think?
Excuse me while I go play some Legend of Zelda Oracle of Ages.

Offline RadicalDreamer

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Re: Girl in her new home.

Reply #1 on: July 20, 2015, 05:07:07 am
Instead of another table with a lamp maybe a dresser or bookshelf or something ? :P I also think it looks kinda weird with how the boxes overlap

Offline Seiseki

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Re: Girl in her new home.

Reply #2 on: July 20, 2015, 09:37:56 am
I had fun with the last one so I made an edit for this one as well!
I can tell you've improved but you're still very fond of the black outlines ;D
Don't forget to add more depth by highlights and shadows and offset things like the frame of the door so it looks more 3D.

Also, night time colors should be more exaggerated!
I figured light would come from the window, so I made flat surface that faces away from the window darker.
I also tried to add some highlights to get the effect of moonlight..

Offline RadicalDreamer

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Re: Girl in her new home.

Reply #3 on: July 20, 2015, 10:21:36 am
I had fun with the last one so I made an edit for this one as well!
I can tell you've improved but you're still very fond of the black outlines ;D
Don't forget to add more depth by highlights and shadows and offset things like the frame of the door so it looks more 3D.

Also, night time colors should be more exaggerated!
I figured light would come from the window, so I made flat surface that faces away from the window darker.
I also tried to add some highlights to get the effect of moonlight..


I notice a lot of you guys get really lighting-happy with graphics, but I think in the context of graphical assets that are supposed to be part of a game and not static scenes, when giving them a well-defined source of lighting, it means there needs to be edited versions of the same assets depending in which environment they are in.

Oh noes, what's under her bed? :P
« Last Edit: July 20, 2015, 10:28:38 am by RadicalDreamer »

Offline TheRealAkito

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Re: Girl in her new home.

Reply #4 on: July 20, 2015, 10:28:46 am
RadicalDreamer I was really lazy lol and didnt wanna create more furniture so, I made those boxes to say she is moving as a excuse lol.
Seisuki you 're right its so hard for me to take away black outlines, its a habit I need to lose.
Excuse me while I go play some Legend of Zelda Oracle of Ages.

Offline RadicalDreamer

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Re: Girl in her new home.

Reply #5 on: July 20, 2015, 10:34:16 am
the outlines in the professor layton mini rpg look pretty dark to me and there isn't really any defined lighting other than from top to bottom. I don't buy into the minimal lighting and black outlines = evil.  :P Though it seems from this jpeg it's only really the characters with the very dark outlines.
« Last Edit: July 20, 2015, 10:36:31 am by RadicalDreamer »

Offline dianaazura

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Re: Girl in her new home.

Reply #6 on: July 20, 2015, 10:46:06 am
I can tell you've improved but you're still very fond of the black outlines ;D
Don't forget to add more depth by highlights and shadows and offset things like the frame of the door so it looks more 3D.

Offline Seiseki

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Re: Girl in her new home.

Reply #7 on: July 20, 2015, 10:52:50 am
Yeah, but you could have the entire room as one texture instead of using tiles.
Generally I'm in favor of more generic light sources, and shadows as well since you can re-use the tiles.

-------------

Also, you don't need to lose the outlines. It's a matter of style choice. But there is a point where it can be too much.

When you break up the outlines, you add more potential for depth and it adds variety.
So even if you plan on using a lot of outlines, it's still worth to learn how to avoid them, especially for small details where outlines would be too messy.

In the Layton example, there are a lot of outlines and it makes it looks quite crisp. But there are still places where they skipped outlines.
I guess that personally, I lean more towards a softer style.

[Edited]

« Last Edit: July 20, 2015, 11:10:10 am by Seiseki »

Offline RadicalDreamer

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Re: Girl in her new home.

Reply #8 on: July 20, 2015, 11:16:33 am
Yeah, but you could have the entire room as one texture instead of using tiles.
Generally I'm in favor of more generic light sources, and shadows as well since you can re-use the tiles.

-------------

Also, you don't need to lose the outlines. It's a matter of style choice. But there is a point where it can be too much.

When you break up the outlines, you add more potential for depth and it adds variety.
So even if you plan on using a lot of outlines, it's still worth to learn how to avoid them, especially for small details where outlines would be too messy.

In the Layton example, there are a lot of outlines and it makes it looks quite crisp. But there are still places where they skipped outlines.
I guess that personally, I lean more towards a softer style.

[Edited]
I only brought it up because that's the style OP seems to be trying to mimic

Offline Seiseki

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Re: Girl in her new home.

Reply #9 on: July 20, 2015, 11:35:00 am
Yeah, looking at some earthbound screens, there are quite a lot of outlines.
On the cabin screenshot, they are not full black though, it does have a softer appearance.
I do think the floor-lines are overwhelming on the indoors screenshot, and even if that's the style, it's a bit tense for the eyes.




« Last Edit: July 20, 2015, 11:40:48 am by Seiseki »